How about an artillery unit that causes splash damage? E.g., something like a RL that not only damages the target unit 2-4 HP, but also damages all six units in the immediately surrounding hexes 1 HP each. Obviously a weapon like this would be quite powerful, so it would have to be expensive enough to keep gameplay balanced.

Such a unit would be especially useful for situations where enemy units are forced to crowd together, but could make some attacking decisions difficult if one's own units are within the splash damage radius. In this case, the advantages of killing a specific enemy unit(s) must be weighed against slightly damaging one's own unit(s).

Of course, there could be naval units or even air units with that cause splash damage instead/as well.

This would make it the most powerful unit in the game BY FAR, with a total hitpoints of at least 7-8. Also if it had reasonable armor (3), mobility (1), range (at least 3) and not be transportable it should still cost maybe 10. A very risky unit to have; gotta get close, slow as h*ll, and very very expensive.

How about the ability to purchase mines in your territory? Hidden for the enemy, 3 hitpoints if an any unit that moves over it, cost 2.
If the enemy attacks a territory, you could lay for example 2 mines (four guerillas). The enemy knows you have laid them (no visible defence) but not where. If he captures the capital the country is his, but the mines are still there. Will leave a defender with more options, and attacker must move carefully.
Don't know if this is possible though.

1)about mines.already was discussed.no hidden stuff works with undo feature of MA.for example i can move tank on your territory - mine destroy the tank - then i undo and i know that there is mine there and i wont move in that place again.
2)splash...i think that is good idea but can cause imbalance...

Here's a different idea:
What if you could use you bombers as "bomber defence". I mean they could work as FIGHTER bombers. For example, if you leave a bomber unused in a capital/carrier it will perform a CAP (combat air patrol) on the enemys turn. If one enemy bomber attacks, the FB (fighter bomber) will stop it (not destroy it). The enemy would then need two bombers to hit the target.

I've been thinking about another thing. Would it be fun/possible to buy "upgrade packs"? Lets say a speed pack, which would give a unit +1 move. Practically it would work like any unit is a transport for these packs, and will get the benefit when they are mounted. They should be costly, but it will give the game an excellent and fair option of creating special (but costly) units.
If the option exists to buy armour, speed, select fire and maybe personal AA shield packs u could make super units but with a hefty price if, lets say every pack costs 1. An artillery with max upgrade would get 5 range, 3+1 damage (2 shots), 4 armour, 2 speed and local AA, but would cost 8.

Another new unit idea...(actually, just a concept that could be applied to any new unit):

How about a unit that fires twice (like the bullfrog or leviathan), but has a different range for each weapon? For example, 2 HP of damage with 4 range + 3 HP of damage with 2 range. It seems like this would add some interesting factors...using the closer range weapon could cause your unit to be left in a more exposed position, so it might be best to use only the long range weapon at times. On the other hand, in other situations, it would be better to go ahead and deal the extra damage by using both.

PL can counter with "anti-artillery". Works like AA-shield, but stops one missile. Move 1 (but transportable), armour 3, cost 3?
Then a FNU artillery only damages 2 (three rockets) but the LR artillery will be stopped completely (one rocket).

So, you lay your mines, send turn, recieve turn, and when you recieve it the damage is applied to your opponents units. if they are destroyed, then any damage they would have done to your units is discounted.

I dont like the idea myself.

A second idea is that the player rides over the mines, but recieves no notice of this event. when he clicks to send turn, he then gets notice of "mines hit!" and is shown where, and may redo his turn with the damage caused on the unit (or with the unit destroyed)

How about a unit that can fire and move in any order (for ex. move one hex, fire, move back)? Is there a technical difficulty in implementing this?

Another idea that I had, which may only work in a full blown sequel, is to assemble units from separate parts, like chassis, armor, weapons, and all kinds of special devices. This would be kind of like the "Impossible Creatures" game, but only turn-based.

A problem with "hit and run" ability would be that you could unload this unit from a land/sea transport, fire, then load and escape unharmed.
This way you could for example provoke guerillas, but they will have nothing to fire at...

How about a "repair crew" that has light armor and a high movement rate. You could target a unit next to the unit and repair it for X amount of armor points. You get to repair some key units that you don't want to lose, but you might only get to use the repair crew once before it is easily destroyed...

Another idea: How about a unit with two weapons, but (unlike the Leviathan and Bullfrog) the ability to use only one of them per turn? So you would have to choose which weapon works best in a given situation. For example, perhaps a unit could have a low-damage, long-range weapon and a short-range, high-damage weapon.

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